Difference between revisions of "Armour (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 1: Line 1:
 
[[File:Armour (spell).jpg|right|490px|thumb]]
 
[[File:Armour (spell).jpg|right|490px|thumb]]
 +
'''Armour''' conjures a suit of invisible magical [[Armour List|armour]] that surrounds the recipient.  The spell creates an [[Armour Class|armour class]] (AC) equal to wearing [[Leather Armour|leather armour]] — that is, AC 8.  In addition, [[Damage (hit points)|damage]] that would normally befall the recipient is instead absorbed by the armour.  When the armour has taken '''1d8 +1''' [[Hit Points|hit points]] (h.p.) per [[Experience Level|level]] of the caster, the armour is destroyed and the dweomer ends.
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 12:
 
}}
 
}}
  
 +
Because the armour is mopping up damage, for as long as it survives, the dweomer protects the recipient from being [[Stun Lock|stunned]].  However, if an amount of damage is caused that supercedes the capacity of the armour to protect, then additional damage will accrue to the recipient.  '''For example''', Franklin's armour has 4 damage left that it can sustain.  Franklin's h.p. are 12 h.p.  With the next round, Franklin takes 7 points of damage, destroying the armour; Franklin takes the remaining 3 damage to himself.  Because this is one-quarter of Franklin's h.p., Franklin is also stunned by the hit.
  
Envelops the recipient in a protective magical shell. Until the armor is destroyed (see below), all damage that befalls the recipient will first be applied to the armor. This will also exempt the recipient from being stunned by hits so long as the armor prevails.
 
  
The armor spell will provide an armor class equivalent to wearing leather armor, or AC 8. The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.
+
The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.
  
 
The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.
 
The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.
  
 
The effect will be dispelled by the rising sun, regardless of when the spell was cast. Thus, the spell cast fourteen hours before sunrise and one minute before sunrise would end at the same moment. Obviously, then, it is useful to cast the spell early in the day.
 
The effect will be dispelled by the rising sun, regardless of when the spell was cast. Thus, the spell cast fourteen hours before sunrise and one minute before sunrise would end at the same moment. Obviously, then, it is useful to cast the spell early in the day.

Revision as of 17:08, 20 October 2021

Armour (spell).jpg

Armour conjures a suit of invisible magical armour that surrounds the recipient. The spell creates an armour class (AC) equal to wearing leather armour — that is, AC 8. In addition, damage that would normally befall the recipient is instead absorbed by the armour. When the armour has taken 1d8 +1 hit points (h.p.) per level of the caster, the armour is destroyed and the dweomer ends.

Armour
Range touch
Duration sunrise or until destroyed
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level mage (1st)

Because the armour is mopping up damage, for as long as it survives, the dweomer protects the recipient from being stunned. However, if an amount of damage is caused that supercedes the capacity of the armour to protect, then additional damage will accrue to the recipient. For example, Franklin's armour has 4 damage left that it can sustain. Franklin's h.p. are 12 h.p. With the next round, Franklin takes 7 points of damage, destroying the armour; Franklin takes the remaining 3 damage to himself. Because this is one-quarter of Franklin's h.p., Franklin is also stunned by the hit.


The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.

The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.

The effect will be dispelled by the rising sun, regardless of when the spell was cast. Thus, the spell cast fourteen hours before sunrise and one minute before sunrise would end at the same moment. Obviously, then, it is useful to cast the spell early in the day.